About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
About The Pull Request
Lowers the integrity of the implant box from 70 (normal cardboard boxes) to 1
fixes#38612
Why It's Good For The Game
The stealth box is already an extremely powerful item, mostly due to a bug #38612 that has been around ever since we could move diagonally and hasn't been fixed.
The box is supposed to be comparable to the other stealthy item, the Chameleon Projector. However, the box has several large advantages, including:
-Full invisibility
-Faster movement (especially with the bug)
-Less obvious when moving around
-The box takes more hits to reveal you
-Easier to get back to being hard to find when revealed
-You need an open hand to open the box manually, putting you in melee range and without a weapon in the selected hand, leaving you at a major disadvantage.
-The projector can be taken away from you / dropped and takes up inventory space
-The projector needs to be in hand to use, implant is hands free
-Projector needs to be in your in-use hand to disable yourself, the box is a button, meaning you can be more prepared with the box to strike out from stealth.
The projector still has a niche, however the box is currently the meta stealth item to pick.
This PR fixes the movement bug (no more wavedashing) and makes any damage to the box reveal the user, no longer letting it be a massive damage sponge. This should bring the box much closer in line to where the Chameleon Projector is, balance wise.
Changelog
cl Chen Yakumo
balance: The stealth implant box is now flimsier than it was before.
fix: You can no longer zoom around in a box by hugging walls.
/cl
About The Pull Request
Some skirt sprites were offset i dont know how this happened i swear i fixed this before but apparently not. Fixed the assistant skirt necklines being way too high. Added extra details on some skirts.
Added 5 previously missing skirts including 2 lawyers skirts(like they dont have enough already), rainbow, syndicate and tacticool. Fixed the disorganized mess that was the Lawdrobe.
Why It's Good For The Game
Updated skirts good. Rainbow skirt good. Skirtleneck good.
Changelog
cl
add: The long lost rainbow jumpskirt has been found
add: Rumor has it that even the syndicate have started producing skirts for their operatives
tweak: Department skirt necklines are more in-line with their jumpsuit counterparts, sprites are no longer offset, added detail
/cl
* Adds adjustLiverLoss & getLiverLoss procs to carbon
* Adds trophazole
Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and medbay.
* Adds rhigoxane
Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.
* Adds thializid
This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.
* Charcoal + trans_to changes
Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.
* Medical + Syndicate spray bottles
Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.
* Adds chempacks
the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.
* Adds recipes to thializid and trophazole
Also fixes the rhigoxane recipe
* Medsprays are now medigels + fixes
chem packs can now be stored in the smartfridge and chem bag.
Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method.
The lore for the new medigels is that they spray a thick gel onto the skin that dries into a film.
* minor fixes + mint frosting
I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.
* Readds my cleaner sprites
* Adds liver damage to thializid + adds on_transfer proc
Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer
* Fixes chem bag examine
The chem bag examine now werks, also fixed a typo in the description.
* Adds a clumsy check to sealing the chem pack
* Makes kelo, bicard and anti-tox unmixable.
I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.
* Makes damp rag apply on_transfer effects
* glass and food now work with trophazole
glasses and food now call the on_transfer proc via trans_to
* Another round of fixes
Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().
* Rhigoxane recipe is now COOLER
200k was too warm since cryostylane cools down so much by itself upon mixing.
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.
* Removes the seal() proc and moves its guts into AltClick
* Item_state switching moved to reskin_obj
* Fixes missing medical sprayer left inhand
the sprayer_med_yellow inhand sprite now has the correct name.
* Fixes inhand updating
* Update code/modules/mob/living/carbon/damage_procs.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Update code/modules/mob/living/carbon/damage_procs.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Tries to add typecache
* Moves the typecache and makes it static
About The Pull Request
Adds department skirts to all related lockers/vendors
Why It's Good For The Game
Skirts good
Changelog
cl
add: added department skirts
fix: fixed secskirt dixel
/cl
* will this work?
* add shuttle console to meta
* add shuttle console to box
* remove glide size from box, add shuttle console to delta
* replace airlocks in lavaland common area
* remove step
* secure the gulag a bit more, add a beer fridge
* restore unix line endings?
* Update code/game/objects/structures/crates_lockers/closets/secure/freezer.dm
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* review
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.
Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game
How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.
cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
* Adds the rasta beanie
* Added Bishop Mitre
* Added some more religious headgear
Clown Mitre (Hat of the Honkmother)
Kippah
White and Red Taqiyahs
Medieval Jewish Hat
* Fixes icon_state for the Hat of the Honkmother
* Added some new chaplain outfits
Bishop Robe
Monk's Frock (with hood)
Eastern Monk's Robe
White Robe
* Added Robes of the Honkmother
* Added new religion hat icons
Bishop Mitre
Clown Mitre
Kippah
Red and White Taqiyahs
Medieval Jew Hat
Rasta Beanie
* Added new religion suit icons
Bishop Robe
Monk's frock
Eastern Monk's Robe
White robe
* Added new religious suits
* Added new religious headgear
* Added in-hand sprites for new religious suits
* Added new religious clothing to the chaplaindrobe
Includes new premium and contraband objects.
* Added clown priest's robes to premium
* Added some religion follower hats
Kippah
Taqiyah (red)
* Added rastacap to the chaplain vendor
* Fixed obj directory for red taqiyah
* Fixed spelling of "dreadlocks
* Allowed clown robes to hold prank items
* Created .dm for chaplain suits
For easy organization
* Removed clown priest robes
Put them in chaplainsuits.dm
* Moved new chaplain suits
To chaplainsuits.dm
* Moved holiday priest
to chaplainsuits.dm
* Moved holiday priest to chaplainsuits.dm
* Updated suit obj defines, added monk's frock
* Updated obj defines for chaplain suits
* Updated holiday priest obj define
* Updated chaplainsuit obj defines, added white robes
* Fixed subtype define
Man, that was an embarrassing spelling mistake
* Fixed subtype define
For real this time I hope
* Added chaplainsuits.dm
* Fixed clown robes
* Updated holiday priest path
* Updated path for chaplainsuits
* Re-added prank items to clown robe storage
* Updated pathing for chaplain suits on Pubby
* Added comments
Hopefully this will help the AppVeyor check go through
Removes access restriction on fridges and meat fridges in areas where you
shouldn't be expected to have kitchen access. Notably, everywhere that is not
the main station kitchen. I didn't think to check this in #41923.
Cuts something that should be there
hardens pp
largens pp further
maximiezes pp
fixes code
Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
Adds Initialize()
First Draft
Mostly works
Removes redundant code, adds other colors, adds to CE locker
oops forgot to
hardens pp
maximiezes pp
Adds Initialize()
Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
oops forgot to
Attempts to balance the hardhat, adds to EngiDrobe
Removes unnecessary code and sprite, adds necessary sprite
How can commas be real if our eyes aren't real
Fixes bad slash
Fixes runtime
Optimizes code after runtime fix
Removes redundant code
Fixes 3/4
*scream
Makes visor coverage consistent with new sprites
Actually fixes the issue
samus? its an honor
Makes requested changes
Doesn't delete welding hardhat sprites
* does the thing - please work
* adds it to the locker
* remove var/datum
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* Update code/modules/clothing/head/jobs.dm
adds space
Co-Authored-By: VileBeggar <edmir995@gmail.com>
* adds denton's review suggestion
it's a webedit but i tested it and it worked
* makes it a bit less annoying
* grammar fix
cl coiax
fix: Objects and items can now be inserted into closets, like before.
fix: Fixes a bug which prevented carbons from throwing items.
/cl
Essentially, the original way the insert() proc was structured, I
overlooked an else-if chain that was skipped if something was an item,
because I thought it only existed to type-check the item to access its
flags.
These are the changed lines from the NODROP PR. https://github.com/tgstation/tgstation/pull/42109/files#diff-2b130b854bf2e2a5e76320246520eea4L171closes#42109
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location
cl XDTM
add: You can now pay for cargo orders from your account with the cargo requests console. Credits will be detracted from the requester's account instead of the cargo budget. A 10% handling fee on top of the order will be paid to the cargo department budget.
add: Cargo employees must still accept the order for it to be delivered.
add: The delivery will arrive in a locked crate that can only be opened by an id with the paying bank account.
/cl
If you're wealthy, why should you waste your time waiting for cargo to get money? Pay for the stuff yourself; the quartermaster won't have to worry about their budget and will likely just put the order in the next shipment.
cl
refactor: For every object that creates 3+, replaced with a for(var/i in x to y) and sometimes combined into a list
/cl
[why]: I did something like this in the past. It removes multiple lines in favor of a simple For and sometimes have some lists